Is there an AP set in just one city


Pathfinder Adventure Path General Discussion


or which is the closest too 'that'?


Adventure Path Charter Subscriber

Closest would be Council of Thieves.

Most of the AP takes place within the city of Westcrown, with a jaunt or two just outside the city (within 5 miles, 10 tops if memory serves)

Silver Crusade

Pathfinder Adventure Path Subscriber

Sadly, Council of Thieves is so-so.

Curse of the Crimson Throne is outstanding, but it's only 2/3 city based.

Liberty's Edge

I'm playing in a Rise of the Runelords game that is very centered around Sandpoint, though I'm not sure how much of that is the AP and how much is our awesome GM.

Personally, I've been looking for exactly this same thing to run next.

Currently I'm running Legacy of Fire. It's just about as far from this as possible. Though it's a good AP, I wouldn't recommend it for an AP "centered around a single city".

Also, I've been looking at the old APs: Shackled City, Age of Worms, and Savage Tide. They seem to be more "city-oriented" than the new ones.

Silver Crusade

Pathfinder Adventure Path Subscriber
Austin Morgan wrote:

I'm playing in a Rise of the Runelords game that is very centered around Sandpoint, though I'm not sure how much of that is the AP and how much is our awesome GM.

Personally, I've been looking for exactly this same thing to run next.

Currently I'm running Legacy of Fire. It's just about as far from this as possible. Though it's a good AP, I wouldn't recommend it for an AP "centered around a single city".

Also, I've been looking at the old APs: Shackled City, Age of Worms, and Savage Tide. They seem to be more "city-oriented" than the new ones.

Shackled City is city-oriented, but AoW and ST are quite far from urban...


Council of Thieves is your best bet. No conversion. Very pretty, too. Never played it though, so I don't know about the AP content itself.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

As a DM who was also looking for something like this, I was very happy with Curse of the Crimson Throne. I was hesitant to run it because of the "completeness" of the urban campaign, however it's probably your best shot for a true urban campaign feel from the APs


Adventure Path Charter Subscriber

Of course, if you don't mind 'roll your own', then the ultimate city 'AP' for 1st to 20th level is Monty Cook's Ptolus. Not Pathfinder but the sheer amount of material in Ptolus means you can run dozens of APs in the city of Ptolus without covering the same ground twice.

Sovereign Court

I liked Council of Thieves a lot, except for the intro. Lots of good ideas, but need some more fleshing to become truly outstanding.

In Curse of the Crimson Throne, there are some significant parts outside the city.

Lastly, there is the Great City : The Road to Revolution from 0one games which I assure you is GREAT. While it was written for 3.5 originally, there are conversions guides available for free.

Best,


I really enjoy having a central focus for a campaign. It really gives the party a base of operations and they will really begin to fall in love with the city and get more invested in the game. Shackled City stays in the same area as written and was a really fun run for my group and I. It took a lot of work to pull it together, but that is covered in the SCAP forums.

I looked at running Age of Worms and Rise of the Runelords and they tend to move around a lot. However, that is easy enough to fix. When I prepped Age of Worms I merged the locations into a central area, combining Alhaster with the Free City with Diamond Lake as a nearby town. I considered doing something similar with Rise of the Runelords making Sandpoint a district in Magnimar and bringing the entire third chapter closer to the city so the flood threatened the party's home.

This approach doesn't take as much work as it seems like it would. It does require throwing out the world as written. I run in a homebrew world so it's no problem for me to rip apart the APs the way I do. Some APs do seem to have a more central city theme than others. Steer away from Savage Tide, Second Darkness, Kingmaker, and Serpent's Skull for that and in a couple instances other reasons. I'm not as familiar with the other APs.


Council of Thieves is good city adventure but it needs a bit of work. The intro is short on XP so you have lots of room to work with there. You need to build up a real reason for the Players to participate in this AP otherwise you end up railroading them heavily. From book 2 to book 5 the AP is really good. The last part is so chaotic that it makes no sense unless you read it first make it so the players know all the locations. When I ran it the last part the AP didn't go well at all as my players had no idea what to do. In hindsight if I had the AP in full beforehand I could have dropped all the hints needed in the previous parts leading up to it.


Thanks for replies

have just started playing ROTRL

my other thought to those suggestions mentioed above, is to wait till i finish running KM (session 41 tommorrow) and then make my own AP set in the cities etc built up by the PCs.....this would take some time!


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

We had really good success with Council of Thieves hybridized with the first two modules of Savage Tide. The first CoT module is weak and points in the wrong direction, but Savage Tide substitutes nicely.

Our campaign was pretty atypical, though, because the PCs were members of a petty noble house with ambition, not standard adventurers. I think CoT runs a *lot* better that way, because the PCs have much more stake in what's happening. The PCs decided early on to set up a "neighborhood defense" perimeter, with help from merchants and other petty houses as well as the NPCs of Cot #1. As it has grown they've gotten very invested in it, so they take city problems PERSONALLY; most of our adventures are now "something is threatening the Chain of Lights, are you going to respond?" and the PCs drop everything, dash out and kick butt.

It also helps that as nobles, the PCs know about the nobility, avoiding the "who? huh?" reaction we had in Shackled City when the villains were revealed.

(And I am personally smug that, as of a couple sessions ago, my PC is a *member* of the Council of Thieves! That may be unique....)

We did not succeed with Curse of the Crimson Throne as an in-city AP; we found the departure in modules 4 and 5 completely disastrous. The PCs wanted to stay in town and lead the rebellion, as did the player, and the campaign ended there since the modules offer no support for this. (There were other problems too, but that one was killer.)

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